You recall more about your past life as a ranger. You have +2 to your Spot skill and can produce a Barkskin effect three times per rest. (Activate this ranger ability to toughen the skin of an ally, giving a +2 natural armor bonus to AC with an additional +1 bonus for every 3 caster levels above 3rd, to a maximum of +5 at caster level 12th.)

You were a Ranger in a past life. You occasionally find small animals in your backpack. Each time you acquire this feat you gain +2 damage with ranged weapons and a +2 untyped bonus to the following 5 types of energy resistance:

* Spell Points: These SP values are assumed, based on a linear 15-point increase per level, and need confirming needs verification from in-game experience.

As with Clerics, Rangers automatically have access to all their spells once they reach a high enough level, and can freely swap which are prepared at shrines and taverns.

Combat Style Feats: The ranged and melee combat style feats gained at levels 2, 6 and 11 are automatically obtained even if the ranger does not meet the usual prerequisites for these feats. In addition, the ranger does not need to wear light or no armor to use these feats.

The following list contains only the ranger-specific class feats that are obtained through advancement.
A ranger also gets automatically a number of other feats when leveling, as indicated in the advancement table above.
See the feats list for more details on those.

Favored Enemy (passive): At first level a ranger can select a type of creature from the favored enemy list. Favored Enemy grants +2 to damage and +2 to the skillsbluff, listen, and spot against the chosen creature type. At 5th level and every 5 levels thereafter (10th, 15th, and 20th) a ranger may select an additional creature type from the favored enemy list. In addition, every 5 levels, the damage bonus against favored enemies increases by 2.

Wild Empathy (active): This feat allows the ranger to fascinate an animal as per the Hypnotism spell so that it will not attack. It can be used 3 times / rest period.

Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Rapid Shot (passive): This feat allows you to fire ranged attacks faster and reload faster when using a ranged weapon; it affects thrown weapons, crossbows (normal and repeating), and bows; and it stacks with Quick Draw and Rapid Reload.

Two Weapon Fighting (passive): This feat reduces the to-hit penalty when using two weapons at the same time, and increases the chance to proc an off-hand attack by 20%, bringing the total chance to 40%.

Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Manyshot (active): This feat enables the character to fire multiple arrows with every bow attack he makes for the next 20 seconds, though each shot suffers an attack penalty.The penalty and number of arrows depend on the character's base attack bonus: +6 - +10: two arrows per attack at a -4 penalty +11 - +15: three arrows per attack at a -6 penalty+16 and up: four arrows per attack at a -8 penaltyThis feat does not work with crossbows of any sort, including repeating crossbows.

Improved wild empathy (active): Allows the ranger to charm an animal (similar to the Charm monster spell)[official]for 5 mins.[official]It can be used 3 times / rest period with a 60 second cool down.[official]Note: Improved wild empathy can not be dispelled.

Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Evasion (passive): This feat allows the character to avoid even magical and unusual attacks with great agility. If they make a successful reflex saving throw against an attack that normally deals half damage on a successful save, they will instead take no damage. A helpless character does not gain the benefit of evasion. Evasion can only be used if the character is wearing light or no armor and is not heavily encumbered.

Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Hide in Plain Sight (passive): You are a master when it comes to hiding in places others think impossible. At all times while sneaking, conditions are treated as two 'eyes' better - you can hide even in plain daylight, and it takes opponents longer to detect you.

Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Upon advancing to level 4, rangers gain the ability to tap the divine power in nature and manifest that energy in the form of spells. To cast a spell a ranger must have a Wisdom score of 10 + the spell's level.

Dungeons and Dragons Online allows ability score boosting items and spells to qualify for reaching the minimum Wisdom score for casting spells. For example, a ranger with a Wisdom score of 8 could equip a +6 Wisdom enhancing item to reach a total Wisdom score of 14 and be able to cast level 4 ranger spells.